'데이터 저장'에 해당되는 글 3건

  1. 2016.02.22 [Unity3D] 파일 입출력 기본
  2. 2016.02.22 [Unity3D] 좀더 쉬운 XML저장 방법
  3. 2016.02.19 [Unity3D] XML로 데이터 저장, 불러오기
2016. 2. 22. 05:32

파일 입출력 기본 방법


StreamWriter 클래스의 WriteLine 함수를 사용하여 파일에 데이터를 쓸 수 있습니다.

StreamReader 클래스의 ReadLine 함수를 사용하여 파일로부터 데이터를 읽어올 수 있습니다.


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 using System.IO; // 파일 입출력 함수를 사용하기 위해 스크립트에 포함시킨다.
 
// 파일에 쓰기
void WriteFile( String filepathIncludingFileName )
{
    StreamWriter sw = new StreamWriter( filepathIncludingFileName );
    sw.WriteLine("Line to write"); // 줄단위로 파일에 입력
    sw.WriteLine("Another Line");
    sw.Flush(); // 파일 쓰기 반드시 해준다.
    sw.Close(); // 파일 쓰기 반드시 해준다.
}
 
 
// 파일로 부터 읽기
void ReadFile( String filepathIncludingFileName)
{
    StreamReader sr = new File.OpenText(filepathIncludingFileName);
 
    input = "";
    // 파일을 줄단위로 읽는다.
    while (true)
        {
        input = sr.ReadLine();
        if (input == null) { break; }
        Debug.Log("line="+input);
    }
    sr.Close(); // 파일 읽기후 반드시 해준다.
}
cs


Posted by 시리시안

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2016. 2. 22. 05:30

this post shows asimple tutorial to do some basic operations with xml file on Unity3D using C#.

How to load?

Put an XML file on Resources folder and load itwith Resources class from Unity3D
xml sample:

<achievement>

 <uniqueid>0</uniqueid>

 <referencename>MyAchievement</referencename>

 <goal>Solve until 10seconds</goal>

 <points>10</points>

</achievement>

 

using UnityEngine;

using System.Collections;

using System.Xml;

 

 

public class XMLEditor : MonoBehaviour

{

 

   void Awake()

    {

       //Load

       TextAsset textXML = (TextAsset)Resources.Load("myxml.xml",typeof(TextAsset));

       XmlDocument xml = new XmlDocument();

       xml.LoadXml(textXML.text);

    }

}

Yeah! Using a TextAsset you can make it very simply!

How to read?

Pretty simple! Use .NET framework, XmlDocumentwill turn you live more easy.

using UnityEngine;

using System.Collections;

using System.Xml;

 

 

public class XMLEditor : MonoBehaviour

{

   void Awake()

    {

       //Load

       TextAsset textXML = (TextAsset)Resources.Load("myxml.xml",typeof(TextAsset));

       XmlDocument xml = new XmlDocument();

       xml.LoadXml(textXML.text);

 

       //Read

       XmlNode root = xml.FirstChild;

       foreach(XmlNode node in root.ChildNodes)

       {

           if (node.FirstChild.NodeType == XmlNodeType.Text)

                Debug.Log(node.InnerText);

       }

    }

}


Ok, but if there are multiplehierarchies you will must implement your own ReadMethod to do that bynavigating for all nodes.

How to save?

using UnityEngine;

using System.Collections;

using System.Xml;

 

 

public class XMLEditor : MonoBehaviour

{

   void Awake()

    {

       //Load

       TextAsset textXML = (TextAsset)Resources.Load("myxml.xml",typeof(TextAsset));

       XmlDocument xml = new XmlDocument();

       xml.LoadXml(textXML.text);

 

       //Read

       XmlNode root = xml.FirstChild;

        foreach(XmlNode node in root.ChildNodes)

       {

           if (node.FirstChild.NodeType == XmlNodeType.Text)

                node.InnerText ="none";

       }

 

       //Simple Save

       xml.Save(AssetDatabase.GetAssetPath(textXML));

    }

}

The easy way! :)



출처 : http://fernandogamedev-en.blogspot.kr/2012/09/how-to-load-read-and-save-xml-on-unity3d.html

Posted by 시리시안

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2016. 2. 19. 15:55

Save and Load Info to XML

This script will allow you to save and load data about an object into an XML file. To use, add an empty game object to the scene and attache the script to the object. Change the Player on that game object property to the item you wish to save properties about. When you start the scene, you will see a save and load button, these allow you to save and load the information from the xml file. The guts of what you save is located in the UserData class, change this as you see fit to allow you to save what you want. You will also need to update the save method to store the information that you are looking to store. At the moment, the code is only setup to store the postition of the object in world space.


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using UnityEngine;
using System.Collections; 
using System.Xml; 
using System.Xml.Serialization; 
using System.IO; 
using System.Text; 
 
public class
_GameSaveLoad: MonoBehaviour { 
 
// An example where the encoding can be found is at   
//http://www.eggheadcafe.com/articles/system.xml.xmlserialization.asp   
// We will just use the KISS method and cheat a little and use 
// the examples from the web page since they are fully described 
// This is our local
private members 
  
Rect _Save, _Load, _SaveMSG, _LoadMSG;  
bool _ShouldSave, _ShouldLoad,_SwitchSave,_SwitchLoad;   
string _FileLocation,_FileName; 
public GameObject _Player; 
UserData myData; 
string _PlayerName; 
string _data;  
Vector3 VPosition; 
// When the EGO is
instansiated the Start will trigger 
// so we setup our
initial values for our local members 
void Start () { 
// We setup our
rectangles for our messages 
_Save=new Rect(10,80,100,20); 
_Load=new Rect(10,100,100,20);    
_SaveMSG=new Rect(10,120,400,40); 
_LoadMSG=new Rect(10,140,400,40);       
// Where we want to save and load to and from 
_FileLocation=Application.dataPath;      
_FileName="SaveData.xml";       
// for now, lets just set the name to Joe Schmoe      
_PlayerName = "Joe Schmoe"
// we need soemthing to store the information into 
myData=new UserData();  
 
void Update () {}    
void OnGUI()   
{      
//***************************************************  
// Loading The Player...   
//
**************************************************       
 if (GUI.Button(_Load,"Load")) {       
GUI.Label(_LoadMSG,"Loading from: "+_FileLocation); 
 
// Load our UserData into myData      
LoadXML();      
if(_data.ToString() != "")  
{        
// notice how I use a reference to type (UserData) here, you need this        
// so that the returned object is converted into the correct type        
myData = (UserData)DeserializeObject(_data);  
// set the players
position to the data we loaded        
VPosition=new Vector3(myData._iUser.x,myData._iUser.y,myData._iUser.z);              
_Player.transform.position=VPosition;       
// just a way to show that we loaded in ok        
Debug.Log(myData._iUser.name);      
}   
}   
//***************************************************   
// Saving The Player...   
//
**************************************************      
if (GUI.Button(_Save,"Save")) {     
GUI.Label(_SaveMSG,"Saving to: "+_FileLocation);   
myData._iUser.x=_Player.transform.position.x;     
myData._iUser.y=_Player.transform.position.y;     
myData._iUser.z=_Player.transform.position.z;     
myData._iUser.name=_PlayerName;       
// Time to creat our XML! 
     _data = SerializeObject(myData); 
     // This is the final resulting XML from the serialization process 
     CreateXML();      
     Debug.Log(_data);
   }      } 
 
 
   /* The following
metods came from the referenced URL */ 
   string UTF8ByteArrayToString(byte[] characters) 
   {      
      UTF8Encoding encoding = new UTF8Encoding(); 
      string constructedString = encoding.GetString(characters); 
      return (constructedString); 
   } 
   byte[] StringToUTF8ByteArray( string pXmlString) 
   { 
      UTF8Encoding encoding = new UTF8Encoding(); 
      byte[] byteArray = encoding.GetBytes(pXmlString); 
      return byteArray; 
   }  
   // Here we serialize our UserData object of myData 
   string SerializeObject(object pObject) 
   { 
      string XmlizedString = null
      MemoryStream memoryStream = new MemoryStream(); 
      XmlSerializer xs = new XmlSerializer(typeof(UserData)); 
      XmlTextWriter xmlTextWriter = new XmlTextWriter(memoryStream, Encoding.UTF8); 
      xs.Serialize(xmlTextWriter,pObject); 
      memoryStream = (MemoryStream)xmlTextWriter.BaseStream; 
      XmlizedString = UTF8ByteArrayToString(memoryStream.ToArray()); 
      return XmlizedString; 
   }  
   // Here we deserialize it back into its original form 
   object DeserializeObject(string pXmlizedString) 
   { 
      XmlSerializer xs = new XmlSerializer(typeof(UserData)); 
      MemoryStream memoryStream = new MemoryStream(StringToUTF8ByteArray(pXmlizedString)); 
      XmlTextWriter xmlTextWriter = new XmlTextWriter(memoryStream, Encoding.UTF8); 
      return xs.Deserialize(memoryStream); 
   }  
   // Finally our save and load methods for the file itself 
   void CreateXML() 
   { 
      StreamWriter writer; 
      FileInfo t = new FileInfo(_FileLocation+"\\"+ _FileName); 
      if(!t.Exists) 
      { 
         writer = t.CreateText(); 
      } 
      else 
      { 
         t.Delete(); 
         writer = t.CreateText(); 
      } 
      writer.Write(_data); 
      writer.Close(); 
      Debug.Log("File written."); 
   }  
   void LoadXML() 
   { 
      StreamReader r = File.OpenText(_FileLocation+"\\"+ _FileName); 
      string _info = r.ReadToEnd(); 
      r.Close(); 
      _data=_info; 
      Debug.Log("File Read"); 
   } 
// UserData is our custom class that holds our defined objects we want to store in XML format 
 public class UserData 
 { 
    // We have to define a default instance of the structure 
   public DemoData _iUser; 
    // Default constructor doesn't really do anything at the moment 
   public UserData() { } 
   // Anything we want to store in the XML file, we define it here 
 
   public struct DemoData 
   { 
      public float x; 
      public float y; 
      public float z; 
      public string name; 
   } 
}
 
 
 
 
cs
출처

http://wiki.unity3d.com/index.php?title=Save_and_Load_from_XML


Posted by 시리시안

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